local ____lualib = base.tsc
local __TS__New = ____lualib.__TS__New
local __TS__ObjectAssign = ____lualib.__TS__ObjectAssign
local __TS__Class = ____lualib.__TS__Class
local __TS__TypeReference = ____lualib.__TS__TypeReference
local __TS__ClassExtends = ____lualib.__TS__ClassExtends
local __TS__SuperTypeArgumentsFuncWrapper = ____lualib.__TS__SuperTypeArgumentsFuncWrapper
local __TS__Class2 = ____lualib.__TS__Class2
Cast = base.tsc.CLASSES.Cast or __TS__Class2("Cast")
RegionCircle = base.tsc.CLASSES.RegionCircle or __TS__Class2("RegionCircle")
RegionRect = base.tsc.CLASSES.RegionRect or __TS__Class2("RegionRect")
Vector = base.tsc.CLASSES.Vector or __TS__Class2("Vector")
ScoreCropData = base.tsc.CLASSES.ScoreCropData or __TS__Class2("ScoreCropData")
crop = base.tsc.CLASSES.crop or __TS__Class2("crop")
QuestCondition = base.tsc.CLASSES.QuestCondition or __TS__Class2("QuestCondition")
Quest = base.tsc.CLASSES.Quest or __TS__Class2("Quest")
SceneObject = base.tsc.CLASSES.SceneObject or __TS__Class2("SceneObject")
UnitPropertyBonus = base.tsc.CLASSES.UnitPropertyBonus or __TS__Class2("UnitPropertyBonus")
ScoreRankAddParam = base.tsc.CLASSES.ScoreRankAddParam or __TS__Class2("ScoreRankAddParam")
ScoreRankSetParam = base.tsc.CLASSES.ScoreRankSetParam or __TS__Class2("ScoreRankSetParam")
autotest_log = base.tsc.CLASSES.autotest_log or __TS__Class2("autotest_log")
UnitBuff = base.tsc.CLASSES.UnitBuff or __TS__Class2("UnitBuff")
DateTime = base.tsc.CLASSES.DateTime or __TS__Class2("DateTime")
os = base.tsc.CLASSES.os or __TS__Class2("os")
ScoreMoneyParam = base.tsc.CLASSES.ScoreMoneyParam or __TS__Class2("ScoreMoneyParam")
ScoreMsgID = base.tsc.CLASSES.ScoreMsgID or __TS__Class2("ScoreMsgID")
ScoreNameData = base.tsc.CLASSES.ScoreNameData or __TS__Class2("ScoreNameData")
ScoreID = base.tsc.CLASSES.ScoreID or __TS__Class2("ScoreID")
ScoreListID = base.tsc.CLASSES.ScoreListID or __TS__Class2("ScoreListID")
ScoreMsgData = base.tsc.CLASSES.ScoreMsgData or __TS__Class2("ScoreMsgData")
ScoreGetRankTotalParam = base.tsc.CLASSES.ScoreGetRankTotalParam or __TS__Class2("ScoreGetRankTotalParam")
ScoreGetRankTotalData = base.tsc.CLASSES.ScoreGetRankTotalData or __TS__Class2("ScoreGetRankTotalData")
ScoreGetUserRankData = base.tsc.CLASSES.ScoreGetUserRankData or __TS__Class2("ScoreGetUserRankData")
ScoreGetRankListData = base.tsc.CLASSES.ScoreGetRankListData or __TS__Class2("ScoreGetRankListData")
ScoreGetUserRankParam = base.tsc.CLASSES.ScoreGetUserRankParam or __TS__Class2("ScoreGetUserRankParam")
ScoreGetRankListParam = base.tsc.CLASSES.ScoreGetRankListParam or __TS__Class2("ScoreGetRankListParam")
ScoreChannelMsgData = base.tsc.CLASSES.ScoreChannelMsgData or __TS__Class2("ScoreChannelMsgData")
ScoreNameSearchParam = base.tsc.CLASSES.ScoreNameSearchParam or __TS__Class2("ScoreNameSearchParam")
ScoreNameNewParam = base.tsc.CLASSES.ScoreNameNewParam or __TS__Class2("ScoreNameNewParam")
ScoreMsgQueryParam = base.tsc.CLASSES.ScoreMsgQueryParam or __TS__Class2("ScoreMsgQueryParam")
ScoreMsgSendParam = base.tsc.CLASSES.ScoreMsgSendParam or __TS__Class2("ScoreMsgSendParam")
ScoreListData = base.tsc.CLASSES.ScoreListData or __TS__Class2("ScoreListData")
ScoreListDeleteParam = base.tsc.CLASSES.ScoreListDeleteParam or __TS__Class2("ScoreListDeleteParam")
ScoreListModifyParam = base.tsc.CLASSES.ScoreListModifyParam or __TS__Class2("ScoreListModifyParam")
ScoreListAddParam = base.tsc.CLASSES.ScoreListAddParam or __TS__Class2("ScoreListAddParam")
ScoreMoneyData = base.tsc.CLASSES.ScoreMoneyData or __TS__Class2("ScoreMoneyData")
ScoreAddParam = base.tsc.CLASSES.ScoreAddParam or __TS__Class2("ScoreAddParam")
ScoreSetParam = base.tsc.CLASSES.ScoreSetParam or __TS__Class2("ScoreSetParam")
ScoreData = base.tsc.CLASSES.ScoreData or __TS__Class2("ScoreData")
UserID = base.tsc.CLASSES.UserID or __TS__Class2("UserID")
ScoreGetParam = base.tsc.CLASSES.ScoreGetParam or __TS__Class2("ScoreGetParam")
ScoreObjData = base.tsc.CLASSES.ScoreObjData or __TS__Class2("ScoreObjData")
ScoreCommitter = base.tsc.CLASSES.ScoreCommitter or __TS__Class2("ScoreCommitter")
AISearcher = base.tsc.CLASSES.AISearcher or __TS__Class2("AISearcher")
DataCache = base.tsc.CLASSES.DataCache or __TS__Class2("DataCache")
Sight = base.tsc.CLASSES.Sight or __TS__Class2("Sight")
UnitGroup = base.tsc.CLASSES.UnitGroup or __TS__Class2("UnitGroup")
Line = base.tsc.CLASSES.Line or __TS__Class2("Line")
Trigger = base.tsc.CLASSES.Trigger or __TS__Class2("Trigger")
Player = base.tsc.CLASSES.Player or __TS__Class2("Player")
Inventory = base.tsc.CLASSES.Inventory or __TS__Class2("Inventory")
Skill = base.tsc.CLASSES.Skill or __TS__Class2("Skill")
Slot = base.tsc.CLASSES.Slot or __TS__Class2("Slot")
DamageInstance = base.tsc.CLASSES.DamageInstance or __TS__Class2("DamageInstance")
TriggerEvent = base.tsc.CLASSES.TriggerEvent or __TS__Class2("TriggerEvent")
HealInstance = base.tsc.CLASSES.HealInstance or __TS__Class2("HealInstance")
Buff = base.tsc.CLASSES.Buff or __TS__Class2("Buff")
Unit = base.tsc.CLASSES.Unit or __TS__Class2("Unit")
Mover = base.tsc.CLASSES.Mover or __TS__Class2("Mover")
Point = base.tsc.CLASSES.Point or __TS__Class2("Point")
EffectParam = base.tsc.CLASSES.EffectParam or __TS__Class2("EffectParam")
UnitTable = base.tsc.CLASSES.UnitTable or __TS__Class2("UnitTable")
Target = base.tsc.CLASSES.Target or __TS__Class2("Target")
ScreenPos = base.tsc.CLASSES.ScreenPos or __TS__Class2("ScreenPos")
Region = base.tsc.CLASSES.Region or __TS__Class2("Region")
Item = base.tsc.CLASSES.Item or __TS__Class2("Item")
TriggerParamTable = base.tsc.CLASSES.TriggerParamTable or __TS__Class2("TriggerParamTable")
EffectParamShared = base.tsc.CLASSES.EffectParamShared or __TS__Class2("EffectParamShared")
Snapshot = base.tsc.CLASSES.Snapshot or __TS__Class2("Snapshot")
Timer = base.tsc.CLASSES.Timer or __TS__Class2("Timer")
Team = base.tsc.CLASSES.Team or __TS__Class2("Team")
Actor = base.tsc.CLASSES.Actor or __TS__Class2("Actor")
Coroutine = base.tsc.CLASSES.Coroutine or __TS__Class2("Coroutine")
IEventNotify = base.tsc.CLASSES.IEventNotify or __TS__Class2("IEventNotify")
Present = base.tsc.CLASSES.Present or __TS__Class2("Present")
Array = base.tsc.CLASSES.Array or __TS__Class2("Array")
tiandimigong_p81b = tiandimigong_p81b or ({})
do
    local function _TRIG_初始化_FUNC(当前触发器, e)
        if true then
            tiandimigong_p81b.控制台类实例 = __TS__ObjectAssign(
                __TS__New(tiandimigong_p81b.控制台类, {}),
                {}
            )
        end
    end
    tiandimigong_p81b.初始化 = base.trigger_new(
        _TRIG_初始化_FUNC,
        {},
        false,
        nil,
        true
    )
    local function _TRIG_控制台点击_FUNC(当前触发器, e)
        if true then
            if tiandimigong_p81b:是否处于可点击状态() then
                log.debug("点击了")
                repeat
                    local ____switch8 = e.控制台按钮参数
                    local ____cond8 = ____switch8 == "ctrl_1"
                    if ____cond8 then
                        do
                            base.send_custom_event(__TS__New(
                                tiandimigong_p81b.服务端_提醒信息,
                                {},
                                base.game,
                                "功能一：<br>创建一个随机品质的装备",
                                "TOAST"
                            ))
                            tiandimigong_p81b.控制台类实例:测试功能一()
                            break
                        end
                    end
                    ____cond8 = ____cond8 or ____switch8 == "ctrl_2"
                    if ____cond8 then
                        do
                            base.send_custom_event(__TS__New(
                                tiandimigong_p81b.服务端_提醒信息,
                                {},
                                base.game,
                                "功能二：<br>为物品背包的装备添加一条词缀",
                                "TOAST"
                            ))
                            tiandimigong_p81b.控制台类实例:测试功能二()
                            break
                        end
                    end
                    ____cond8 = ____cond8 or ____switch8 == "ctrl_3"
                    if ____cond8 then
                        do
                            base.send_custom_event(__TS__New(
                                tiandimigong_p81b.服务端_提醒信息,
                                {},
                                base.game,
                                "功能三：<br>为物品背包的装备添加额外属性",
                                "TOAST"
                            ))
                            tiandimigong_p81b.控制台类实例:测试功能三()
                            break
                        end
                    end
                    ____cond8 = ____cond8 or ____switch8 == "ctrl_4"
                    if ____cond8 then
                        do
                            base.send_custom_event(__TS__New(
                                tiandimigong_p81b.服务端_提醒信息,
                                {},
                                base.game,
                                "切换物品自定义预览模式",
                                "TOAST"
                            ))
                            tiandimigong_p81b.控制台类实例:测试功能四()
                            break
                        end
                    end
                    ____cond8 = ____cond8 or ____switch8 == "ctrl_5"
                    if ____cond8 then
                        do
                            base.send_custom_event(__TS__New(
                                tiandimigong_p81b.服务端_提醒信息,
                                {},
                                base.game,
                                "开启或关闭多功能物品面板",
                                "TOAST"
                            ))
                            tiandimigong_p81b.控制台类实例:测试功能五()
                            break
                        end
                    end
                    ____cond8 = ____cond8 or ____switch8 == "ctrl_6"
                    if ____cond8 then
                        do
                            base.send_custom_event(__TS__New(
                                tiandimigong_p81b.服务端_提醒信息,
                                {},
                                base.game,
                                "将当前背包数据存至云端",
                                "TOAST"
                            ))
                            tiandimigong_p81b.控制台类实例:测试功能六()
                            break
                        end
                    end
                    ____cond8 = ____cond8 or ____switch8 == "ctrl_7"
                    if ____cond8 then
                        do
                            base.send_custom_event(__TS__New(
                                tiandimigong_p81b.服务端_提醒信息,
                                {},
                                base.game,
                                "获取云端存储的背包数据",
                                "TOAST"
                            ))
                            tiandimigong_p81b.控制台类实例:测试功能七()
                            break
                        end
                    end
                    do
                        do
                            break
                        end
                    end
                until true
                tiandimigong_p81b:可点击状态冷却()
            else
                base.send_custom_event(__TS__New(
                    tiandimigong_p81b.服务端_提醒信息,
                    {},
                    base.game,
                    "点击的太快了",
                    "WARNING"
                ))
                log.debug("点击的太快了")
            end
        end
    end
    tiandimigong_p81b.控制台点击 = base.trigger_new(
        _TRIG_控制台点击_FUNC,
        {},
        false,
        nil,
        true
    )
    tiandimigong_p81b.控制台类 = __TS__Class()
    local 控制台类 = tiandimigong_p81b.控制台类
    控制台类.name = "控制台类"
    function 控制台类.prototype.____constructor(self)
        self.测试功能一 = function()
            local 主控位置
            log.debug("测试功能一")
            主控位置 = base.player(1):get_hero():get_scene_point()
            base.create_item_on_point(
                "$$tiandimigong_p81b.item.剑.root",
                主控位置:polar_to_ex(
                    base.math.random_int(0, 360),
                    300
                )
            )
            base.get_last_created_item():set_quality(base.math.random_int(1, 7))
            base.get_last_created_item():add_attr_need(
                "等级",
                base.get_last_created_item():get_quality()
            )
            base.get_last_created_item():generate_rand_mod()
            base.send_custom_event(__TS__New(
                tiandimigong_p81b.服务端_提醒信息,
                {},
                base.game,
                "创建物品成功",
                "SUCCESS"
            ))
        end
        self.测试功能二 = function()
            local 新变量
            local 物品数组 = __TS__New(
                Array,
                {__TS__TypeReference(Item, {})}
            )
            local 主控位置
            log.debug("测试功能二")
            物品数组 = base.player(1):get_hero():get_inventory_items(1)
            if #物品数组 ~= 0 then
                if 物品数组 ~= nil then
                    for 遍历到的数组索引, 遍历到的数组元素 in base.ArrayIterator(物品数组) do
                        log.debug("根据品质为物品添加词缀")
                        if #遍历到的数组元素:get_all_extra_mod(true) == 0 then
                            if 遍历到的数组元素:get_quality() >= 4 then
                                遍历到的数组元素:add_extra_mod("$$tiandimigong_p81b.buff.暴击T5.root", true)
                                遍历到的数组元素:generate_rand_mod()
                            else
                                遍历到的数组元素:add_extra_mod("$$tiandimigong_p81b.buff.攻击T5.root", true)
                                遍历到的数组元素:generate_rand_mod()
                            end
                            base.send_custom_event(__TS__New(
                                tiandimigong_p81b.服务端_提醒信息,
                                {},
                                base.game,
                                "已为装备添加词缀",
                                "SUCCESS"
                            ))
                        else
                            base.send_custom_event(__TS__New(
                                tiandimigong_p81b.服务端_提醒信息,
                                {},
                                base.game,
                                "装备已有主词缀",
                                "WARNING"
                            ))
                        end
                    end
                else
                    log.warn("不能遍历：物品数组")
                end
            else
                base.send_custom_event(__TS__New(
                    tiandimigong_p81b.服务端_提醒信息,
                    {},
                    base.game,
                    "物品背包无装备",
                    "WARNING"
                ))
            end
        end
        self.测试功能三 = function()
            local 物品数组 = __TS__New(
                Array,
                {__TS__TypeReference(Item, {})}
            )
            local 背包的物品
            local 主控位置
            log.debug("测试功能三")
            物品数组 = base.player(1):get_hero():get_inventory_items(1)
            if #物品数组 == 1 then
                log.debug("为物品添加额外属性")
                背包的物品 = 物品数组[1]
                背包的物品:add_extra_attr(
                    "暴击",
                    base.math.random_int(50, 100),
                    false,
                    true
                )
            else
                base.send_custom_event(__TS__New(
                    tiandimigong_p81b.服务端_提醒信息,
                    {},
                    base.game,
                    "物品背包无装备",
                    "WARNING"
                ))
            end
        end
        self.测试功能五 = function()
            log.debug("测试功能五")
            base.send_custom_event(__TS__New(tiandimigong_p81b.显示或关闭多功能物品面板, {}, base.game))
        end
        self.测试功能四 = function()
            log.debug("测试功能四")
            base.send_custom_event(__TS__New(tiandimigong_p81b.切换自定义物品预览状态, {}, base.game))
        end
        self.测试功能六 = function()
            local 新变量 = base.player(1):get_hero():all_items()
            log.debug("测试功能六")
            base.bind_items_to_user(
                新变量,
                base.player(1),
                function()
                    local 错误信息 = "字符串"
                    log.debug("成功绑定", #新变量, "件装备")
                    base.send_custom_event(__TS__New(
                        tiandimigong_p81b.服务端_提醒信息,
                        {},
                        base.game,
                        "绑定物品成功",
                        "SUCCESS"
                    ))
                end,
                function(错误码, 错误信息)
                    base.send_custom_event(__TS__New(
                        tiandimigong_p81b.服务端_提醒信息,
                        {},
                        base.game,
                        table.concat({"绑定物品失败，原因是", 错误信息}),
                        "WARNING"
                    ))
                end
            )
            base.save_score_item_to_unit(
                base.player(1):get_hero(),
                function()
                end,
                function(错误码, 错误信息)
                end
            )
        end
        self.测试功能七 = function()
            log.debug("测试功能七")
            base.load_score_item_to_unit(
                base.player(1):get_hero(),
                function()
                    log.debug("还原成功")
                    base.send_custom_event(__TS__New(
                        tiandimigong_p81b.服务端_提醒信息,
                        {},
                        base.game,
                        table.concat({"还原物品成功"}),
                        "SUCCESS"
                    ))
                end,
                function(错误码, 错误信息)
                    base.send_custom_event(__TS__New(
                        tiandimigong_p81b.服务端_提醒信息,
                        {},
                        base.game,
                        table.concat({"还原物品失败，原因是", 错误信息}),
                        "WARNING"
                    ))
                end
            )
        end
    end
    tiandimigong_p81b.切换自定义物品预览状态 = __TS__Class()
    local 切换自定义物品预览状态 = tiandimigong_p81b.切换自定义物品预览状态
    切换自定义物品预览状态.name = "切换自定义物品预览状态"
    __TS__ClassExtends(
        切换自定义物品预览状态,
        TriggerEvent,
        function()
            return {}
        end
    )
    function 切换自定义物品预览状态.prototype.____constructor(self, obj)
        __TS__SuperTypeArgumentsFuncWrapper(切换自定义物品预览状态, {}, TriggerEvent.prototype.____constructor)(self)
        self.obj = obj
        self.event_name = "切换自定义物品预览状态"
        self.autoForward = true
    end
    tiandimigong_p81b.显示或关闭多功能物品面板 = __TS__Class()
    local 显示或关闭多功能物品面板 = tiandimigong_p81b.显示或关闭多功能物品面板
    显示或关闭多功能物品面板.name = "显示或关闭多功能物品面板"
    __TS__ClassExtends(
        显示或关闭多功能物品面板,
        TriggerEvent,
        function()
            return {}
        end
    )
    function 显示或关闭多功能物品面板.prototype.____constructor(self, obj)
        __TS__SuperTypeArgumentsFuncWrapper(显示或关闭多功能物品面板, {}, TriggerEvent.prototype.____constructor)(self)
        self.obj = obj
        self.event_name = "显示或关闭多功能物品面板"
        self.autoForward = true
    end
    tiandimigong_p81b.服务端_提醒信息 = __TS__Class()
    local 服务端_提醒信息 = tiandimigong_p81b.服务端_提醒信息
    服务端_提醒信息.name = "服务端_提醒信息"
    __TS__ClassExtends(
        服务端_提醒信息,
        TriggerEvent,
        function()
            return {}
        end
    )
    function 服务端_提醒信息.prototype.____constructor(self, obj, 提醒信息, 信息类型)
        __TS__SuperTypeArgumentsFuncWrapper(服务端_提醒信息, {}, TriggerEvent.prototype.____constructor)(self)
        self.obj = obj
        self.提醒信息 = 提醒信息
        self.信息类型 = 信息类型
        self.event_name = "服务端_提醒信息"
        self.autoForward = true
    end
    tiandimigong_p81b.按钮点击标旗 = true
    tiandimigong_p81b.是否处于可点击状态 = function()
        return tiandimigong_p81b.按钮点击标旗
    end
    tiandimigong_p81b.可点击状态冷却 = function()
        tiandimigong_p81b.按钮点击标旗 = false
        base.timer_sleep(2)
        tiandimigong_p81b.按钮点击标旗 = true
    end
    local function _TRIG_多功能面板按钮点击_FUNC(当前触发器, e)
        if true then
            repeat
                local ____switch50 = e.功能参数
                local ____cond50 = ____switch50 == "销毁"
                if ____cond50 then
                    do
                        log.debug("销毁了 ", e.面板绑定的物品.link)
                        e.面板绑定的物品:remove()
                        break
                    end
                end
                ____cond50 = ____cond50 or ____switch50 == "重铸"
                if ____cond50 then
                    do
                        log.debug("重铸了 ", e.面板绑定的物品.link)
                        tiandimigong_p81b:重铸当前装备词条(e.面板绑定的物品)
                        break
                    end
                end
                ____cond50 = ____cond50 or ____switch50 == "精炼"
                if ____cond50 then
                    do
                        log.debug("精炼了 ", e.面板绑定的物品.link)
                        break
                    end
                end
                do
                    do
                        break
                    end
                end
            until true
        end
    end
    tiandimigong_p81b.多功能面板按钮点击 = base.trigger_new(
        _TRIG_多功能面板按钮点击_FUNC,
        {},
        false,
        nil,
        true
    )
    tiandimigong_p81b.重铸当前装备词条 = function(____, 传入物品)
        local 词缀列表 = __TS__New(
            Array,
            {__TS__TypeReference(IdPreset, {{kind = "LiteralType", literal = "buff_id"}})}
        )
        词缀列表 = 传入物品:get_all_extra_mod(true)
        log.debug("有这么多条词缀：", #词缀列表)
        if 词缀列表 ~= nil then
            for 遍历到的数组索引, 遍历到的数组元素 in base.ArrayIterator(词缀列表) do
                log.debug(遍历到的数组元素)
                传入物品:remove_extra_mod(遍历到的数组元素, true)
                传入物品:add_extra_mod(遍历到的数组元素, true)
                传入物品:generate_rand_mod()
            end
        else
            log.warn("不能遍历：词缀列表")
        end
    end
    tiandimigong_p81b.精炼当前装备 = function()
    end
    local function _TRIG_提示信息_FUNC(当前触发器, e)
        if true then
            log.debug("提现信息为", e.提醒信息, "类型为", e.信息类型)
            log.debug("预设值为", "TOAST")
        end
    end
    tiandimigong_p81b.提示信息 = base.trigger_new(
        _TRIG_提示信息_FUNC,
        {},
        false,
        nil,
        true
    )
    tiandimigong_p81b.多功能物品面板按钮点击 = __TS__Class()
    local 多功能物品面板按钮点击 = tiandimigong_p81b.多功能物品面板按钮点击
    多功能物品面板按钮点击.name = "多功能物品面板按钮点击"
    __TS__ClassExtends(
        多功能物品面板按钮点击,
        TriggerEvent,
        function()
            return {}
        end
    )
    function 多功能物品面板按钮点击.prototype.____constructor(self, obj, 面板绑定的物品, 功能参数, player_slot_id)
        __TS__SuperTypeArgumentsFuncWrapper(多功能物品面板按钮点击, {}, TriggerEvent.prototype.____constructor)(self)
        self.obj = obj
        self.面板绑定的物品 = 面板绑定的物品
        self.功能参数 = 功能参数
        self.player_slot_id = player_slot_id
        self.event_name = "多功能物品面板按钮点击"
        self.autoForward = false
    end
    local 控制台点击 = __TS__Class()
    控制台点击.name = "控制台点击"
    __TS__ClassExtends(
        控制台点击,
        TriggerEvent,
        function()
            return {}
        end
    )
    function 控制台点击.prototype.____constructor(self, obj, 控制台按钮参数, player_slot_id)
        __TS__SuperTypeArgumentsFuncWrapper(控制台点击, {}, TriggerEvent.prototype.____constructor)(self)
        self.obj = obj
        self.控制台按钮参数 = 控制台按钮参数
        self.player_slot_id = player_slot_id
        self.event_name = "控制台点击"
        self.autoForward = false
    end
    tiandimigong_p81b.自定义事件去服务端拿数据细节 = __TS__Class()
    local 自定义事件去服务端拿数据细节 = tiandimigong_p81b.自定义事件去服务端拿数据细节
    自定义事件去服务端拿数据细节.name = "自定义事件去服务端拿数据细节"
    __TS__ClassExtends(
        自定义事件去服务端拿数据细节,
        TriggerEvent,
        function()
            return {}
        end
    )
    function 自定义事件去服务端拿数据细节.prototype.____constructor(self, obj, 选中物品, player_slot_id)
        __TS__SuperTypeArgumentsFuncWrapper(自定义事件去服务端拿数据细节, {}, TriggerEvent.prototype.____constructor)(self)
        self.obj = obj
        self.选中物品 = 选中物品
        self.player_slot_id = player_slot_id
        self.event_name = "自定义事件去服务端拿数据细节"
        self.autoForward = false
    end
    tiandimigong_p81b.初始化:add_event_common({obj = base.game, event_name = "游戏-开始"})
    tiandimigong_p81b.控制台点击:add_event_common({obj = base.game, event_name = "控制台点击"})
    tiandimigong_p81b.多功能面板按钮点击:add_event_common({obj = base.game, event_name = "多功能物品面板按钮点击"})
    tiandimigong_p81b.提示信息:add_event_common({obj = base.game, event_name = "服务端_提醒信息"})
end
